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Move rameBufferList().setBufferChanged() call to the top of gDPFillRectangle.
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4
gDP.cpp
4
gDP.cpp
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@ -774,6 +774,7 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry )
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++lry;
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} else if (lry == uly)
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++lry;
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if (gDP.depthImageAddress == gDP.colorImage.address) {
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// Game may use depth texture as auxilary color texture. Example: Mario Tennis
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// If color is not depth clear color, that is most likely the case
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@ -789,6 +790,8 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry )
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return;
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}
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frameBufferList().setBufferChanged();
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f32 fillColor[4];
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gDPGetFillColor(fillColor);
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if (gDP.otherMode.cycleType == G_CYC_FILL) {
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@ -806,7 +809,6 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry )
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render.drawRect(ulx, uly, lrx, lry, fillColor);
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frameBufferList().setBufferChanged();
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if (gDP.otherMode.cycleType == G_CYC_FILL) {
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if (lry > (u32)gDP.scissor.lry)
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gDP.colorImage.height = (u32)max(gDP.colorImage.height, (u32)gDP.scissor.lry);
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